Game Analytics Resources v. Anders Drachen
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Transcript Game Analytics Resources v. Anders Drachen
Challenges and Visions of
Game Analytics
What Lies Beneath?
Definitions
Analytics
Game Analytics
Game Telemetry
Game Metrics
Analytics
The process of discovering and communicating patterns in
data towards solving problems in business
Supporting enterprise decision management
Driving action
Improving performance
Or for purely frivolous and artistic reasons!
Game Analytics
A specific domain of analytics: game development and game
research
The game as a product: user experience, revenue …
The game as a project: the process of developing the game
Game telemetry
Quantitative, unprocessed data obtained over any distance,
which pertain to game development or game research.
Describes attributes about objects
Many sources: Installed clients, game servers, mobile units,
user testing/playtesting
Game metrics
Interpretable, quantitative measure of one or more attributes
of one or more objects – operating in the context of games
Object: virtual item, player, user, process, developer, forum
post ....
Attribute: an aspect of the object
Context: tied to process, performance or users of games.
1. Standards
Lack of standards
Makes it hard to communicate and share knowledge
Need a ”game analytics association” – to develop
standards of terminology, practices and ethical guidelines
2. Unique beasts
Games are not websites
Goal of games: user experience – not selling running shoes
(virtual shoes maybe)
Games can be immensely complex information systems
100+ possible user/system and user/user interactions
Extended periods of user-game interaction
From 1 to lots of people interacting in-game
Hard to directly import methods from other IT-fields –
adaptation needed
3. Social online focus
Most advanced analytics currently in social online games/F2P
– and focused on monetization
A/B
Classification
Prediction
Segmentation
Etc.
Rest of industry ”mostly” basic behavior analysis
Need analytics to improve UX, not just sell Farm Potions +5
Knowledge transfer image
4. Knowledge transfer
What is going on?
Minimal knowledge flow about methods, algorithms, ideas
No dedicated conferences or workshops
Presentations at events high level
Not oriented towards application
More high-level, marketing and ”bragging” than helping ...
4. Knowledge transfer
Analytics is business intelligence – holds direct monetary
value
A strong predictive algorithm can make a game
Value: therefore kept confidential
Problem: re-inventing the deep platter
Need the front-runners to take charge: everybody benefits
from knowledge transfer
5. Knowledge gulf
Knowledge gulf: academia – industry
Academia provides a strong partner in analytics
1000´s of specialists in dozens of fields
Can do explorative/blue sky research
Zynga, Wooga, Blizzard, EA ... – can build the expertise inhouse – what about small/medium devs? – collaborate to
innovate!
6. Lots´n lots of data
Even a mid-size game can generate TBs of data per week –>
storage/processing
Reporting needs to be fast -> rapid analysis
Bandwidth vs. data coverage -> feature selection
Coverage vs. speed -> sampling
"You are no longer an
individual, you are a data
cluster bound to a vast global
network" –
7. Unrivaled power
”Never before have so few
known so much
about so many”
Unrivaled power
2 powerful tools for monetization:
User knowledge
Analytics
Unrivaled power
User knowledge
In-game
Purchasing
From game platforms (Facebook etc.)
From Net tracking (Google etc.)
Clickstreams
From mining the Net (social mining)
Geodata (mobile phones)
National person databases
...
In the future knowledge of users will increase
Unrivaled power
Analytics & user research
Large-scale, data mining
Prediction, clustering, etc.
Behavioral Biology
Behavioral Psychology
Social/community behavior science
When playing games, the barriers are down
Unrivaled power
User knowledge
Analytics
Great games
Luke skywalker image
Unrivaled power
User knowledge
Analytics
Revenue requirement
(potential for) Great evil
Darth vader image
Game data mining
Huge untapped potential in dozens of
fields/sectors:
Human behavior analysis
Spatial analytics
Behavioral economics
Insurance, banking and finance
Social and community research
Ecology and large-scale biological modeling
...
Game data mining
3 high-potential areas of game data mining:
Prediction: inform about future behavior of users
Behavioral clustering: making high-dimensional behavior
datasets accessible
Association and sequence: finding the patterns and
associations in how games are played
Behavioral clustering
SIVM: finding extreme profiles
Assassins
Veterans
Target dummies
Assault-Recon
Medic-Engineer
Driver
Assault wannabee
Behavioral clustering
Each different playstyles, and different things that
keep them in the game
”Driver”: drives, flies, sails – all the time and favors
maps with vehicles
”Assassin”: kills – afar or close – no vehicles
”Target dummies”: unskilled newbies
Behavioral clustering
Use behavioral clustering to find profiles, then
cater to them – in real-time
Monitor players´ profiles to track behavior
changes: target dummy -> veteran
Spatial analytics
Games are experienced spatio-temporally
All games require movement
All games take time to play
Why is analytics then mainly temporal?
Beyond the heatmap
(Images: Ubisoft,
Microsoft, Square
Enix)
Spatial analytics
Spatio-temporal analytics
Does not reduce the dimensions of game metrics data
Deals with the actual dimensions of play.
(Image: Ubisoft)
Spatial analytics
(Image: Square Enix)
Spatial analytics
Decades of knowledge in spatial analytics outside
of games – ripe for harvesting
Trajectory analysis (how do users play the game? Move
in 3D?)
Spatial outlier detection (finding exploitation spots, bugs)
Spatial clustering (are players distributed across maps?)
Spatial co-location patterns/trends (army composition in
RTS)
Adaptive games
Games that respond to the actions of the user in order to
maximise UX (and/or revenue)
Left 4 Dead, Borderlands, Terraria, Virus ... – these relatively
primitive but powerful – tip of the iceberg
Sizeable European/US community of researchers working for a
decade on adaptive games
Future: Real-Time Analytics driving the game experience, within
pre-planned frame (think pen-and-paper RPGs)
Automatization
Problem: time consuming analysis and reporting
Huge potential for automating analysis and reporting,
interactive reports, etc.
Future: More effective analytics
Future: More interactive, tailored reports
Diversification
Currently focus on:
Player behavior and monetization
Game analytics is much more:
(Almost) all aspects of a game development can be measured
Integrating and synchronizing data and sources
Do not regulate the creative process!
Games are diversifying! – analytics must follow suit
Knowledge sharing
Game Analytics – maximizing the value of player data
50+ experts from industry and research
2 intro/foundation chapters (on website below):
Game Analytics: The Basics
Game Data Mining
IGDA GUR SIG
Slides from presentation will be available on: www.andersdrachen.wordpress.com
Blogs: blog.gameanalytics.com, engineroom.ubi.com, www.gamesbrief.com etc.
Contact: [email protected]